#arma3_model

1 messages ยท Page 114 of 1

bold flare
#

arma 3 tools don't go through QA like the game itself does.. And even the game that goes through QA.. You know Arma.

stuck oyster
#

they work when set up just right and used just right

#

what is just right not many know though

wet blade
#

yea... I was trying to make a terrain like 2 years ago, I just ragequitted after importing heightmap

sturdy parcel
#

no-one is having a go at you or sniping. They're asklng these basic issues of did you read the pmc tutorial (for terrains) and did you run arma3p, because they go thru a mental checklist of causes that it CANNOT be, when you do.

#

a3p is a free tool because it is the culmination of dozens of seasoned vets each finding various causes of wrongmess.

stuck oyster
#

yeah and sorry for being snappy like that. The previous hour was just so fresh xP

sturdy parcel
#

haha. take your pillz

white jay
#

@woeful viper Thanks X3KJ. Actually, the textures are 4K. There is only one rvmat so far, glass, perfectly working in other model. But, you pointed me to the right direction. I found the reason - there were no mapped parts of the model (no UV, no textures). I deleted those untextured objects and the textured parts are OK now in Buldozer. Thanks @woeful viper, @polar fiber , you guys both helped me to find the solution. ๐Ÿป

onyx carbon
#

Is there a rule of thumb on how small the triangulation should be on the shadowlod?

fossil raft
onyx carbon
#

Thank you Kju! Mainly curios due to lightning issue i've seen posted when somebody lights the area up with a flashlight

fervent steppe
outer condor
#

is it known under what circumstances cursorObject cannot pick up a terrain object? maybe bugged or missing geo LOD, or another?

stuck oyster
#

Id suspect missing geo lod. what kind of object is it?

white jay
#

getCursorObjectParams has limitation of 50m distance from the player to the target. Maybe this one? There must be some distance limit for performance-wise reasons.

pure whale
#

I just fucking dont@get it

tacit badger
#

hello, ive been having trouble with my model in terrain builder, 1) it is not being marked on the map and 2) the doors are not working, but they work in editor. 3) typeOf cursorObject returning "". I have tried comparing with the sample building but cant see any reason why this is.

sturdy parcel
#

youll get your answer in terrain makers it's a well known issue.

tacit badger
#

if this works im going to break down and cry

#

ty tho

outer condor
#

@stuck oyster dragoon teeth on Omaha beach

stuck oyster
#

@outer condor could it be as simple as what mr Wellington there has as issue?

#

does it have a class

outer condor
#

yep

tacit badger
#

im packing with pbo project, ive fixed it, was the land_ and class name matching p3d name

#

ty for help

lethal axle
#

Anyone got a simple tutorial for making small items/static objects? Preferably any using FHQ Toolbox?

stuck oyster
#

what steps are you missing? Have you read the FHQ Toolbox BIforums topic?

stuck oyster
#

@lethal axle

lethal axle
#

there is a BI post? I found it through FHQ site, I am more new to modelling for Arma 3 but have experience with blender is why I was asking about tutorials using the toolkit.

stuck oyster
#

yes there is a thread and I recall it answering at least some of the basic usage questions

lethal axle
#

okay, I will search for it when I get some time. Thanks

olive quiver
#

anyone with substance painter experience know what export settings should be used?

dark flint
#

anyone ever made a bike in arma 3 that isnt shit? because in exile the bikes felt super shitty is it because they are badly made with dampener or is it shit in genereal and is it a own "config" or just a very slim car? what tops it from falling on the side? ^^

stuck oyster
#

using the car simulation is pretty much mandatory

#

no 2 wheeled physx vehicle simulation type available

dark flint
#

mhm

#

because driving down a hill feels like having 0 controll with a bike

stuck oyster
#

what bike?

dark flint
#

A2 ported one

stuck oyster
#

as a car or what?

dark flint
#

no in general

stuck oyster
#

The bike simulation type does not work right in Arma 3 afaik

#

none of the X-less classes are supported officially anymore

dark flint
#

i was wondering if it has something to do with shock absorber if someone would make a bike take the config from a quad with more "shock absorber" would it be possible to make driving in terrain feel "smooth"?

stuck oyster
#

probably

dark flint
#

and is there something that stops from tiping over some kind of config?

stuck oyster
#

would need good fake wheel setup and so on

dark flint
#

when in the air*

stuck oyster
#

probably not

#

its all mass distribution related

dark flint
#

mhm

stuck oyster
#

A3 is not motocross rally game ๐Ÿ˜œ

dark flint
#

cause the dirtbike in Battlefield 3 was super fun ๐Ÿ˜„

stuck oyster
#

A3 not even close to BF 3 in just about anything

#

setting is similar

#

and thats about it

dark flint
#

hmmm ๐Ÿ˜•

stuck oyster
#

arma does not do too well "fun" physics

dark flint
#

somehow they dont seem to be that bad

#

collision is suuuuper weird in arma

stuck oyster
#

theyre not bad

dark flint
stuck oyster
#

just what you refer to as fun in more arcadeish games may not quite work natively in Arma

#

in any case. CarX simulation is your only choice for any wheeled vehicle

dark flint
#

yeah also the collision between 2 vehicles or sometimes the tanks when u drive and turn around sometimes it pushes u super weird in one direction when turning with a tank

violet vale
#

So here's a thing. I'm creating a static object, which is rather large, and it dissapears before my render distance. Any way I can fix?

bold flare
#

if object view distance is lower than general view distance. That happens

violet vale
#

They're the same

#

Anything?

stuck oyster
#

how big an object?

#

there are limits to what is workable in Arma

#

and yes increase render distance

#

@violet vale

lusty ginkgo
#

@Rasputin you can have objects that render as far as the overall view distance we were just discussing it a couple days ago

hexed fulcrum
#

hello, i finally manage to made my 3d assets for my terrain textured and imported in to OB now im reading about geometry and lods types.. but for this type of object what i really need to ? http://prntscr.com/jm36tb

#

it is basically a runway but i meant to copy it and modify it as other roads part and meaby some walls

static fulcrum
#

I would do an memory and Roadway LOD

#

and geometry with class=road and map=road

hexed fulcrum
#

hello i have few quesitons

  1. since is a lowpoly model is ok to have only 1 lod? (0.00)
  2. i notice that each lod have his surface assignment on the normal lods in this case 0.000 its obivius i need the image file and the .rvmat but for the other lods like geometry or roadway its necessary to assign them textures or rvmats?
  3. what memory lod do?
  4. in the geomtry lod i need to put a mass value.. this value is 1.0=1kg ?
    thanks
bold flare
#

geometry surface is for bullet impact effects. I think roadway surface is for like.. walking sounds and whether walking creates little dust thingies

static fulcrum
#

yea

#

but geometry is with rvmats

#

and roadway with paa

#

for example a3\data_f\surfaces\beton.paa

quick terrace
#

roadway can fuck up perf pretty badly

#

if it's way too dense

hexed fulcrum
#

so if i delete the roadway lod i still have walking sound and collisions for infantry?

static fulcrum
#

and aren't the memory points for snappingpoints?

bold flare
#

You will have the sounds of whatever they are walking on. Without roadway they are not walking on your model. And if your model still has geometry the player may bug around and won't be able to walk at all

hexed fulcrum
#

im getting confused

static fulcrum
#

to put it in an nutshell for basic roads - do 2 LOD's 0.000, Roadway - 0.000 put in the properties Class=road and Map=road, roadway just an plain as surface to walk on and add a3\data_f\surfaces\beton.paa as texture on it

#

the it should work

#

plane*

wet blade
#

when you delete roadway, your character will start "floating" above the geometry lod

static fulcrum
#

Geometry = collisionbox and roadwas = surface the player can walk on

hexed fulcrum
#

ok i think i get it

static fulcrum
#

Falcos btw released his source of the e76_roads maybe take a look at that ๐Ÿ˜›

hexed fulcrum
#

its that its not really only a road because its not flat

#

so i also need collision for sides like walls

stuck oyster
#

@hexed fulcrum got pics?

hexed fulcrum
stuck oyster
#

runways with actual geometry might not work

hexed fulcrum
#

its a flatten cube

#

50x50x1 m

stuck oyster
#

yeah no you need to make it a plane that then is flattened on the ground below it

#

Im pretty sure AI will have a fit if it tries to roll over actual geometry

#

that would classify as a bridge

hexed fulcrum
#

thanks still need answer for questions i made before

#

1,2,3,4

#

memory, mass, texture assignmen for each lod

static fulcrum
#
  1. yes it is
  2. roadway need texture for sound example"a3\data_f\surfaces\beton.paa"
  3. better not to do geometry with roads
stuck oyster
#
  1. yes 2. yes roadway uses surface texture and firegeometry penetration material
#

3 memorylod yes for snapping points

#

4 was answered

#

you will need it for named properties though

static fulcrum
#

sure you need it? Putting the properties in 0.000 should work too

stuck oyster
#

no never heard them working from there

#

not saying its not possible but afaik no all model properties are read from geometry lod

#

other lods may have stuff like lodNoShadow

wet blade
#

Edit LODs are used ONLY as a work space for editing ? are they totally removed during binarization?

stuck oyster
#

no they can affect stuff too unfortunately

#

I think they should not

static fulcrum
#

they're not removed

stuck oyster
#

but I had trouble with a vehicle mass distribution that tracked back to edit lod

static fulcrum
#

LMAO probably never would have thought that as an issue

hexed fulcrum
#

i see all of your answer buti dont get if the the mass value is in kilos?

static fulcrum
#

must have been a pain in the ass

#

1 mass = 1kg

stuck oyster
#

mass value should be in kg yes but its not something you need to get exactly right

static fulcrum
#

there are a lot of answers for your questions btw ๐Ÿ˜‰

stuck oyster
#

in buildings it seems to affects a little how much hit they can take

static fulcrum
#

road (road or bridge)
There is no geometry lod, class= should be in 1st (and only) resolution lod of the model

#

so you don't need an geometry lod for roads

stuck oyster
#

๐Ÿ‘Œ

wet blade
#

well, I was getting shitloads of errors regarding bone sharing and I was wondering if it could be becouse of Edit LODs?

stuck oyster
#

damit discord why you autocorrect so badly xD

#

possibly if you have fixed all the other lods

static fulcrum
#

@hexed fulcrum all questions answered?

hexed fulcrum
#

yeah very thanks its ok... its just a mtter of putting all togheter an tryng the final results .. visually i can use buldozer but then i need to compile everything and see collisions ingame

static fulcrum
#

๐Ÿ’ฏ

hexed fulcrum
#

im also making some pratice with weapon modelling and 3d in general but i know that importing weapons in game its very hard so for now im sticking with simple objects.. a little preview: http://prntscr.com/jm46fq

hexed fulcrum
#

i notice that i have shadow generated from my object but i dont have any shadow lod how to disable shadow completely?

sturdy parcel
#

a p3d having one single lod in it, is also the geometry lod. One lod folks, not one reslod plus a a few other non res lods.

#

it was, in the past, predominately roads and decals (helipads) and (generally) had a resolution of zero.

#

neither the edit lod(s) or their sisters the shadow lod(s) ever appear in a binarised p3d. (what they might modify is a different story)

sturdy parcel
#

the primay difference between a genuine geolod and a psuedo single lod, is that a real one MUST have a mass specifed, wheras the latter must not. and the intention of the psuedo geolod is to identify the p3d to terrain making.

dark flint
#

Emissive maps on objects in Blender do they work when exporting with the arma 3 toolbox ?

stuck oyster
#

no

#

you would have to set up emissive rvmat for the parts you want to glow

#

oh

#

pls dont doublepost @dark flint

dark flint
#

@stuck oyster u have some wiki link to rvmats?

#

who use emissive?

#

but there is nothing about emissive

#

also nothing about emissives...

stuck oyster
#

check around A3\data_F\ for glowing examples

#

Emissive Arma

#

also if you highlit the above and hit right mouse you get the dropdown menu that also has search with google

strong plaza
#

I don't think emissive is documented in arma anywhere, I learned about it from ToH

bold flare
#

I'll see what I can do when I have free time. I'll try to make a list of all the shaders and their parameters and clean the biki up a bit

#

Last edit on the actual list of shaders on that page was 9 years ago when the page was created by dwarden

tacit badger
#

is it possible to put a tile textured object into arma from blender? ive been trying for a while now and cant quite sort it.

stuck oyster
#

depends what you mean by tile textured object

#

is the model UV unwrapped so that the texture tiles or are you using some Blender tiling method?

tacit badger
#

using a blender tile method, in cycles render where you can change the amount on X-Y

stuck oyster
#

yes that wont translate to Arma unless you bake the texture

#

but that will reduce the resolution significantly

#

another approach for this would be multimaterial in Arma

#

that relies to the proper unwrapping of model and use of tiling textures

#

mutlimaterial is what buildings and large objects usually use in Arma

tacit badger
#

hmm, i was talking to someone about multimats and he said its quite a pain to sort out

stuck oyster
#

if you know what youre doing not at all

#

but its the only good option for large objects

#

if youre looking for easy modding and fast results, Arma is not the right environment for you. (not you specifically mr Wellington but everyone in general)

tacit badger
#

dw i understand that

hexed fulcrum
#

for disabling shadow casting for objects i need to create a shadow lod with no actual geometry or there is some checkbox somewhere in OB?

hexed fulcrum
#

i already read that but i need to set up that proprieties on all lods? shadowvollume lod must be created or not?

#

in other words what lod the engine use for casting shadow? all? only the geometry? or the first 0.000 lod... and what if the shadow lod its present or not.. and why arma need to use all these lods ๐Ÿ˜ซ

stuck oyster
#

shadowlod if present

#

res lod if they have lodnoshadow property set up right

strong plaza
#

when I copy-paste a mesh in OB, why does the section count double? it still has the same amount of textures and rvmats

hollow fulcrum
#

it has done this for as long as i can remember. as to why though, i have no clue. it's arma?

strong plaza
#

is it fixable?

hollow fulcrum
#

i usually just paste things into a new/clean p3d, that usually works. bit annoying though if you have lots of properties and things (i keep blank templates for most things for this reason.)

strong plaza
#

okay, that should work, thanks

#

I was actually going to do that anyway with these meshes

hollow fulcrum
#

think you can do it after the fact.. but can't recall that at the moment.

woeful viper
#

opteryx - if you cut and paste the pieces with same mats/texture to a different lod and back (or just use the new lod), that fixes it

#

not very convenient, but that works at least

strong plaza
#

roger that

hexed fulcrum
stuck oyster
#

needs hard edge

#

also you did not listen about the runway needing to be plane flattened on ground

#

tsk tsk tsk

hexed fulcrum
#

i dont want to be flat

#

i can make a polyline road for that

stuck oyster
#

and youre sure it will work and planes wont just explode on it

hexed fulcrum
#

so all 3d object on the vannilla arma will make planes explode? ๐Ÿ˜…

#

and what do you mean with "needs hard edge"

stuck oyster
#

in the model

hexed fulcrum
#

use other words cant understand what you mean

stuck oyster
#

hard edge or sharp edge

#

face edge can be either sharp/hard or soft

#

if its soft it will try to look rounded

#

if its hard/ sharp it will look like it

hexed fulcrum
#

you are talking about smoothing groups on 3ds? or its a OB settings

#

because i dont know what this face settings are or where they are applied

hexed fulcrum
#

so i need to select all the faces and press U to sharp all the edges right?

stuck oyster
#

preferably only the edges you want to be sharp

hexed fulcrum
#

since its a cube all the edges angle are 90ยฐ so i think they must be sharp

stuck oyster
#

sure

#

but if its triangulated there is the mid edge on the flat face

hexed fulcrum
#

i cant find any edge selection tool so i give "soft" to the 2 top faces and "sharp" to the side 4 faces right?

polar fiber
#

there's no edge selection tool, but if you select the verts, it will sharped edges connecting those verts

#

more precise than doing it by faces, since you can then decide to select only the borders of the surface

#

doing it through the UV editor is also a sound way of doing things, if you're repairing face shading mistakes, since your UV border edges are often the sharp edges

hexed fulcrum
#

and yes i like things to be shiny ๐Ÿ˜‹

stuck oyster
#

but you still wont take my word on the geometry runway chances of working? ๐Ÿ˜›

#

I mean sure it might work if you get lucky

hexed fulcrum
#

i will try it

stuck oyster
#

and great if it does

#

but I'll be here to tell you "I told you so" if it doesnt

hexed fulcrum
#

to be honest im making these because i was using taunus ones that have that issue you are talking about so im tryng to make mine

#

just to fix that >.<

#

and put shiny textures ofc

stuck oyster
#

you see the issue is that all objects have microscopic differences in height and position

#

and those differences are what will most likely cause anything going over them in high speed to bounce

#

and poof you go

#

๐Ÿ’ฅ

#

and Id easy up on the shine a bit personally but if thats how you roll then thats how you roll

hexed fulcrum
#

yes meaby i can tweak my rvmat a bit more.. now its time for ingame test so i can test the big-bang ๐Ÿ˜ฌ

#

and i realize i cant test anything because mikero tools wont pack my map because i have to many objects without config ๐Ÿ˜ค

stuck oyster
#

fix yer shizels man

hexed fulcrum
#

?

stuck oyster
#

shizels in this case being your stuff/things, also known as models/objects

hexed fulcrum
#

ah its like a english urban word or something (im not native english)

#

i will thanks again for the help

#

bye bye ๐Ÿ‘‹

stuck oyster
#

im not either native english speaker

#

just like to make up words every now and then

foggy finch
#
StationMax - Yesterday at 23:21
http://prntscr.com/jm8yt1
i cant find any edge selection tool so i give "soft" to the 2 top faces and "sharp" to the side 4 faces right?(edited)
  1. Runways are like roads, they have to be planar/flat meshes.
  2. Any geometry (geolod/collision lod) will cause anything to land on it explode, trust me I've been there, this is why 1.
  3. Your mesh is not subdivided enough to blend to the terrains surface, it needs extra topology to bend the mesh to the terrain surface.
  4. Your shiny edge issue will most likely disappear when you fix the above and make your model planar as there will not be any UV'd hard edges in the model.
sturdy parcel
#

you see the issue is that all objects have microscopic differences in height and position

indeed they do. and they aint microscopic. (although I get the sense of your context). The technical reason for this is cell size. Only those four corners are baked-in-concrete accurate to 1cm ( heightmap elevations). The asl of everything within that cell is done by triangulation. The object's center of gravity is used as the point to calculate it's height asl. reasonably accurate, yes, precise, no. Further complicated by the pitch/yaw/roll of the terrain surface at that point, combined with the pitch/yaw/roll (if any) of the ojbect itself.

you are even more right about x & y positions. thier positions are only accurate to 6 digits. 1234.56 . On large maps, gaps in roads eg grow larger towards the bottom and left sides. There simply isn't the space to store the proper value in the ieee float.

#

This last comment is the primary reason for having shapefiles for roads, rather than objects.

halcyon wren
#

Is it really the center of gravity? Seems needlessly complex to calculate that. I presumed it was center of boundingbox unless autocenter was explicitly set to 0, in which case it would use the model space center of 0,0,0

sturdy parcel
#

I keep using the term centre of gravity, but, it's the offset stated in the model from the centre of the bounding box.

halcyon wren
#

Ah roger. The COG is actually a separate item.

sturdy parcel
#

yes

halcyon wren
#

O2 visualizes it in GeoLod with a blue x.

sturdy parcel
#

I guess so, rotation et al, occurs from that point

#

'needlessly complicated. no, because it's only done at make wrp time and baked in.

halcyon wren
#

Neddleslly complicated, if it was indeed a calculated physical center of gravity.

#

BBox center makes all the sense. ๐Ÿ˜ƒ

sturdy parcel
#

I won't argue, we will both be right.

halcyon wren
#

hahah, Its just a mixup in terms.

foggy finch
#

lol

sturdy parcel
#

my fault there

foggy finch
#

im gonna use that line in future mikero ๐Ÿ˜„

sturdy parcel
#

eek!

#

what term should i use in future please for that 'blue x'

halcyon wren
#

It is the actual center of gravity.

#

Its relevant for aircraft flight behaviour, and even floating amphibous vehicles.

#

If I dont mean the COG, I refer to the "bounding box center", its reasonable specific to avoid confusion with the model origin, which is always 0,0,0 in modelspace.

#

The COG is influenced by the mass of each volume in the geo lod. While the volume itself could only ever extend the bounding box.

sturdy parcel
#

if the 'bounding box center ' is a position you can set within the bounding box, then that's the term i mean. That offset determines it's rotation point.

halcyon wren
#

Hmm... the bbx center should be not settable, it should be uniquely determinable through math only. So i fear what you found there is the root of the dreaded autocenter. ๐Ÿ˜ฎ

obtuse rain
#

I think if we're talking about deciding on nomenclature we should call autocenter "it that shall not be named".

#

And by "set" maybe Mikero means that it's set during binarization (while at the same time all of the vertex positions are moved to make it (0, 0, 0) in the ODOL).

sturdy parcel
#

ok. to give a clear example of what i mean, a house normally has an offset declared in the p3d so that foundations are buried under the ground.

#

that is realistically NOT the bbx centre

obtuse rain
#

That's the 0 point in the MLOD.

sturdy parcel
#

still not helpful. what term do you guys use to manually move it to where you need it to be? (I can come up with three different names in c++ code from various authors, but that isn't helping here.)

#

damn, gonna have to fire up oxygen2 or it's friend

halcyon wren
#

Yes, the bbxcenter is not relevant for the vertical component. Autocenter still messes with it, though.

#

I deal with it by just having autocenter = 0 in all my assets.

woeful viper
#

Coordinate Origin
Center of Bounding Box
Center of Mass
"Default Resting Position on Ground"
all different things potentially
(though i think bounding box by default is symmetrical to coordinate origin in width and length by default, not sure if that can be changed)

sturdy parcel
#

I'll keep calling it cog offset, simply because I've called it that in Eliteness.

the term 'cog' (and it's offset) is that point in the model where it will rotate. if a 'center of gravity' means something different, well, too bad. for now.

obtuse rain
sturdy parcel
#

in terms of the p3d itself, the 'vertical compent' is the Y of the cog+offset (3dVector). and baked in. There are several, confusing terms (and functions) in sqf which affect the asl of the object which is held in a transform matrix, separate to the p3d itself.

#

perhaps it's helpful to point out here, that the original message was about 'mciroscopic differences' in height because bis binarise triangulates the height asl, from the four known heights of any cell. This is stored in the transform matrix of each model (not the p3d). The game applies that value to, again, what i call, cog+offset.

teal remnant
#

is there a max limit on the number of windows that can be shot out on a building i have 54 and having issues.

sturdy parcel
#

milkman and i tested that, and the answer for us was 25

teal remnant
#

what happens when you go over it

sturdy parcel
#

from memory, simply no effect

#

or, the classic, dual window of broken/ not broken

teal remnant
#

even on windows 1-25 or did they work as planned

sturdy parcel
#

they worked as planned

teal remnant
#

humm ok i must have fooked up somthing thanks fella

halcyon wren
#

Its related to the bone limit, at least in arma2 I had that issue

#

more doors meant less windows

sturdy parcel
#

oh that's a really good piece of info.

halcyon wren
#

The bone limit is different for the various simulation types. I found that 96 was max for buildings in arma2 (when I did my killhouses with windows that had shutters I encountered this bug)

#

tanks and wheeled vehicles have a higher limit

teal remnant
#

thank you guys ill keep plodding on

tacit shard
#

Hey so I'm working on a building and its using multi mats but I've got a really weird issue. In Object builder the uvs look perfectly fine in the uv editor but as soon as I go in game it looks like this https://gyazo.com/cf3a135ac2433e2dedcc26ee7cda1c28 what is wed is that the second uv set for the mc map and everything is perfectly fine because as you can see the details from the mc map is being shown. If anyone has any ideas or needs any more info please let me know. Thanks in advance.

quick terrace
#

how did you import it in form whatever software you use to model and UV it?

#

.fbx?

tacit shard
#

Unwrapped in headus uvlayout but piped to max so the file never leaves max. Imported as fbx yeah

fervent steppe
#

@teal remnant I'm suprized at that. Because I've got one with 60 some and it's good.

@halcyon wren In a2 any more than 24 windows and the rest wouldn't work for me

#

just checked . i redid the arma 2 Villa and that has 69 panes of breakable glass

quick terrace
#

@tacit shard there is an issue with FBX export and UVs + smooth groups

teal remnant
#

@fervent steppe any chance i can take a sneak peek at your model/config

fervent steppe
#

@teal remnant yea I'll send you the whole model if you want. Just have to be a bit later. I fell asleep on the couch lol. I'm headed to bed now. Give me a few hours ๐Ÿ˜€

teal remnant
#

kk thanks

sturdy parcel
#

In a2 any more than 24 windows and the rest wouldn't work for me.

i can easily be wrong about 25, i'd have to confirm with @fervent steppe , since we tested it together on the old flashpoint hotel.

stuck oyster
#

do you have proxies for the pylons?

pure whale
#

question about the building position function bi has

#

anyone know how it works and how to make my buildings work with it

#

does positions inside the model

stuck oyster
#

they are part of the building path lod

pure whale
#

ok

#

so it uses the points of the ai paths then

#

?

stuck oyster
#

well yes but the "pos1" "pos2" points need to be defined in the named selections

#

sample house has good example

halcyon wren
#

Dont name them manually!

#

Bi provided some o2 scripts for it. ๐Ÿ˜ƒ

#

Select all the vertices you'd like as positions, then run the script. it generates the pos# named selections for you

#

paths.bio2s

pathsIN.bio2s does the same but for the "in" positions.

stuck oyster
#

๐Ÿ‘Œ

agile zenith
#

Can anyone be nice enough to send me a human .blend file that i can use for size comparison?

stuck oyster
#

theres sample man in Arma 3 samples

#

or you can use Macsers Armarig for blender

agile zenith
#

Where can i find the "Arma 3 Samples"

#

nvm ^

stuck oyster
#

๐Ÿ‘Œ

strong plaza
#

why did nobody tell me about path script when I wasted hours doing it manually? ๐Ÿคฆ

minor jasper
#

@white jay cfgnonAIvehicles

dark flint
#

is green possible or is red always the way to go ?

#

and if green is possible whats the max height a unit can make a step up?

stuck oyster
#

you should do the red slope

dark flint
#

alright thanks ๐Ÿ˜ƒ

hexed fulcrum
#

hello, i have a question about textures performance: if i have for example a single texture of 4k mapped to various objects of the same type or even different models then the game will just load the texture one time in the vram an stream it to all object? or the game will load multiple texture for each number of object spawned?

sturdy parcel
#

the 'texture' is held in texheaders.bin which contains the all important mipmap list.

#

individual instances of these mipmaps are sent to the directX engine, but there aren't multiple copies of texheaders.bin

hexed fulcrum
#

ok so spawning more objects with the same texture doesnt increase the vram?

#

just the polys that engine have to render

sturdy parcel
#

correct, AFAIK

#

in previous iterations of the engine, this 'list'was built during game time. Now it's done by bis binarise and formally baked in texheaders bin. In short, if you have a paa, you have a texheaders.bin describing it (and all other paX, in range).

hexed fulcrum
#

ok thanks.. also since you are here where i can get your "complete" tools version, and they are capable of obfuscating big pbos like 1gb or more?

sturdy parcel
#

yes

hexed fulcrum
#

so why there are other pbo obfuscators for sell that are stricts to some size, and others can de-obfuscate my pbos if they also have your premium version of the tools?

sturdy parcel
#

wouldn't have a clue about 'other' obfuscators.

#

ALL pbos are restricted to a 2gig limit.

hexed fulcrum
#

ok so answer my 2nd question and ill buy it when i finish my project ๐Ÿ˜‹

sturdy parcel
#

i have no idea where i come into this, my tools don't de obfuscate ANY pbo.

#

you are probably referring to maverick's version obfuSqf

stuck oyster
#

@hexed fulcrum frankly if someone wants to steal your stuff they will. That is the unfortunate truth

hexed fulcrum
#

im not sayng your tools deobfuscate things i just dont know much about it, so i just was asking

sturdy parcel
#

"and others can de-obfuscate my pbos if they also have your premium version of the tools?"

hexed fulcrum
#

yes just asking i dont know how this work

sturdy parcel
#

ah, i misread the question. my fault

hexed fulcrum
#

np

sturdy parcel
#

there is NO tool available, and never can be, that de-obfuscates.

#

there are tools that can crack open the pbo, but that's the beginning of the theive's nightmare, not the end of it.

hexed fulcrum
#

i was having a public server 2 years ago.. a little community i was getting ddos all the dey and other server owner stole all my stuff since i didint even know that mission file are saved to appdata ๐Ÿ˜ฉ

#

now im planning on put everything on .pbos

#

jo i was asking for this reason

sturdy parcel
#

well, i don't want to go offtopic in this channel, but people confuse obfuscation with encryption. There's noting hidden, it's up to the theif to put the smashed jig saw puzzle back together

hexed fulcrum
#

yes lets leave this topic.. and thanks for the help

tacit shard
#

@quick terrace im not 100% sure its that though because the uvs appear fine in the uv editor and I just copy them over too the second uv set and they work fine there as well. its just uvset 0

hexed fulcrum
#

so my models seems to not have collisions and no bullet impact only walkable by infantry if there is no slope or i jump on top http://prntscr.com/jn0fr3, walking sound are working ...

hexed fulcrum
#

i fixed the bullet impacts but cant get the collisions to work

stuck oyster
#

@hexed fulcrum you need valid geometry mesh and each geometry part will need a componentXXX name (OB has find components tool) and each component needs mass of 10+

hexed fulcrum
#

now its working great i know the mass thing but idk why it was set to 0 by the way thanks i was getting mad because it was all correct

stuck oyster
#

xD ๐Ÿ‘

#

so how well does AI land on it? ๐Ÿ˜œ

hexed fulcrum
#

ofc screenshot are for testing purpose only im not going to make a runway to heaven

#

to be honest i dont even know how to setup airports in the map config but its not a priority for now

fervent steppe
#

@teal remnant Dude I didn't forget. I'm gonna get it over to you shortly

pure whale
#

how do you center the object builder viewport on a selected point

fervent steppe
#

You can move the pin that should do it

#

There's a button on the top. I forget the keyboard button. Maybe. U?

teal remnant
#

@fervent steppe thank you fella will look at it very soon

lusty ginkgo
#

I didn't know it could be done this easily and I found this video

#

I think it works best on more natural/abstract objects and not geometric shapes of any kind that need precision accuracy

#

anyway I just thought that was kind of cool and hopefully someone here can find some use with this method

outer condor
#

from what i understand @tulip beacon and his friend are doing this. @lone cipher from our team is doing experiments too

#

however it seems to require quite some post proccessing and polish. plus you need the right tools, good understanding of the workflow and decent 3d scanner hardware or camera with precise recording setup

tulip beacon
#

well, we were trying to scan leaves, but apparently the camera (or method used) isn't good enough for that. Though it's relatively simple to scan macro objects. If you have a drone with good camera -- even buildings.

pliant widget
#

idk if this is the right thread but looking to try get into modding for arma 3, mainly because wanna try hand at a scope idea

#

struggling find resources on modding for the game

minor jasper
#

@white jay the only difference between your config and my working one is

#
    class Proxyuns_suu11pod_proxy: ProxyWeapon
    {
        model = "\uns_missilebox\GUNPODS\uns_suu11pod_proxy.p3d";
        simulation = "maverickweapon";
    };
polar fiber
#

is the PylonPod_3x_Missile definitely one that is configured in CFGnonAIvehicles?

#

the proxy in the aircraft model is what needs the have pylonpod simulation

#

doesn't matter for the magazine model so long as the plane's proxy has it

minor jasper
#

ah that's a point, what proxy model are you using in your plane model itself?

#

\A3\Weapons_F\DynamicLoadout\PylonPod_3x_Missile_AGM_02_F

#

i use that for every pylon

polar fiber
#

index number is wrong though

#

proxiesID should be numbered based on what pylon they correspond to

#

all those appear to be ID 001

polar fiber
#

I see. I assumed the wingtips were configured too

#

it's got autocenter 0, right?

#

in geo

minor jasper
#

maybe some weird properites in the model?

sacred grail
#

What should system units be set to in 3ds max for 1:1 scale export/import

stuck oyster
#

@pliant widget first off you need to choose what 3D program you want to use and then find tutorials for it to get familiar with the tools. Basic modeling is pretty much same with any game so there are not much game specific starter tutorials but most of them are made inregard of different techniques and tools, which is a good thing.

After that there are a bunch of questions answered on BI forums and even few "how to put something into game" step by steps that can work as a general guide on how things work. There might not be a guide for something specific you want to do and you will have to adapt what you can find to do what you want to achieve.

Then there is the BIwiki that has a lot of specifics explained ( like how configs work ) though it may be a bit hard to navigate.

Then there are the Arma 3 samples that also provide pretty good examples on different game object types.

Also this chat is a great place to get help for specific issues and we have a lot of knowledge packed up in one place here. Just the questions need to be specific so an answer does not take forever to write as we all are here on our spare time.

When you feel like setting up the development environment follow up the steps here:

https://pmc.editing.wiki/doku.php?id=arma3:tools:installing-steam-arma-3-tools

https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive

pliant widget
#

thanks did game design in college so should be fine with model at least, but yeah implementing it ive no clue haha

warm leaf
#

It is the ultimate exercise in many trials and many errors but extremely satisfying

#

Add -nosplash and -world=empty to your startup parameters and try and fix config errors early so you can restart Arma over and over quicker

tacit shard
quick terrace
#

yeah last time i had this issue, was related to FBX. try importing it WITHOUT smooth groups for instance, see if that works

#

if not, try exporting it from max (IRC) using BItxt script exporter

strong plaza
#

any modo people in here?

#

nvm

formal vapor
#

I have a weird problem. Someone donated a 3ds Max file that was made with the system unit setting of meters and 1 unit = 1 inch. Now when I export a model that's suppose to be 23 meters long it comes out to about 11 meters long. Does anyone know how to fix this in 3ds max

#

The units was suppose to be 1 unit = 1 centimeter

#

I know how to change the unit setup, but it doesn't do anything to change the model already created

stuck oyster
#

scale it by x 2,54

formal vapor
#

Is there a way to scale the entire max file by that number or do I have to go object by object?

foggy finch
#

could select all the objects and scale (dialog menu) by 254%

formal vapor
#

that's basically doing it by hand

#

I found out though utilities - more - rescale - 1=2.54

#

Never, ever, make 3d files in inches.

pure whale
#

lol

#

bi hasn't put out any 3ds to o2 guides ever? they use 3ds for a lot of stuff right?

woeful viper
#

Yeah, how dare your "donor" make things inconvenient for you

formal vapor
#

na, he's a great guy. Makes good models. I think it was an issue with converted it to my version of 3ds max

#

Or it could be he had the units in inches for a specific reason.

bold flare
#

Or max "rescale world units" Had success with that everytime I used it so far

formal vapor
#

that's what I did unless it has it at another place

bold flare
#

on the utility menu on the right for me. That wrench symbol.

#

and then more->rescale

#

So yeah. I think you used that

onyx carbon
bold flare
#

Does what? rotate it?

stuck oyster
#

@onyx carbon you must apply all transformations in Blender before you export it

onyx carbon
#

Sorry bad explanation from my side. So the Mesh is just one object and when added to Object builder it adds the lines

stuck oyster
#

oh

#

thats triangulation

#

and youre pretty much spposed to do that

onyx carbon
#

All the transformations are applied

stuck oyster
#

all mesh is build from triangles basically

bold flare
#

the game renders triangles. not polygons. So you need to have triangles

stuck oyster
#

๐Ÿ‘†

bold flare
#

blender probably did that automatically when exporting.

#

As it is supposed to

#

you won't see these lines on your final ingame result

tacit shard
#

@quick terrace Im already exporting without smoothing groups apparently

onyx carbon
#

Ah I see, smart! Thanks! However when I apply the geometry the backside is not applied while the frontside fully works (thought the triangulation was the issue)

stuck oyster
#

backside?

#

there is no backfaces in arma

#

only the frontside is drawn

#

so when you model in arma better turn backface culling on

onyx carbon
#

Sorry that was simply for my explenation purpose, it's a wall and the "frontside" works while the "backside" don't get applied even though I made the entire mesh an geometry lod, I'll see of I can make some pictures of it (since my explanation skills isn't at the top atm)

bold flare
#

you mean the geometry lod doesn't work on one side? And you can just walk through from one side but not the other?

#

Does the whole geo lod have "weight"?

onyx carbon
#

Correct. Yeah the entire thing has a weight set

bold flare
#

is what you showed on the picture the same as your geo lod?

onyx carbon
#

Yeah I've copied the mesh and made that an Geometry lod

bold flare
#

the geo lod has to be convex

#

the thing on your screenshot is concave

#

you need to split it into two blocks. Basically split it in half vertically. where it get's thinner

onyx carbon
#

That explains things, my apologies. Thanks!

tacit badger
stuck oyster
#

have you set it to use Arma3_64bit exe or the normal Arma3 exe

tacit badger
#

yes

stuck oyster
#

OR

#

which one

tacit badger
#

tried both

#

i followed that to install

stuck oyster
#

well in OB only normal one works

#

yes but actually it needs a little fix

#

@ebon abyss could you add a little fix to the above page and put in line that says OB buldozer should use 32bit exe

#

@tacit badger

#

your OB config looks like this?

#

and have you set up P: drive with Arma3 p?

tacit badger
#

yes i used arma 3 P to setup p drive

#

let me check configs

#

yes it looks like that

stuck oyster
#

and TB buldozer runs?

tacit badger
#

yes

#

its annoying as it was working and i was using like 3-4 hours ago or something

stuck oyster
#

OB buldzoer?

tacit badger
#

yer

stuck oyster
#

restart your pc

tacit badger
#

hmm still getting the error

#

getting the error in TB now aswell

#

i could try running arma3p again, but i don't want to find out that i need to run it every time i want to use Buldozer.

stuck oyster
#

you should not have to

#

where do you run OB?

#

from armatools?

tacit badger
#

yer

stuck oyster
#

dont

tacit badger
#

ok

stuck oyster
#

run it from the exe where its installed

#

or make a shortcut

#

to where ever its convenient

#

ArmaTools you should run only 1 time ever

#

when you install stuff

#

after that never

#

especially if you use mikeros tools to set up stuff the easy way

tacit badger
#

i dont have P drive to setup automatically is tools still ok to mount p drive?

stuck oyster
#

arma3p?

tacit badger
#

no not set it up

#

just so it shows

stuck oyster
#

from where?

#

pls dont say armatools

tacit badger
#

on my computer

#

so i have me C-E drives

stuck oyster
#

do this please

tacit badger
#

ok ty

ebon abyss
stuck oyster
#

๐Ÿ‘Œ

sturdy parcel
#

that's th eprimary reason why arma3p does not use x64 at all. The other reason was at-the-time, x64 was beta and presumably buggy, so no-one would thank me, forcing them to use it.

is it now safe to change the settings (in a3p) to now use x64 for TB-buldozer as default??

ebon abyss
#

I have used arma3_x64.exe for terrain builder since it came out. not that I use buldozer much, but so far its been working fine.

sturdy parcel
#

thank u

ebon abyss
#

as HorribleGoat brought this issue to my attention today I tested with object builder, if I use arma3_x64.exe it will crash while arma3.exe works ok.

pure whale
#

holy shit

#

i figured out how to center the camera in obj builder

#

click c to move the centerpoint to your selection

#

then space to center onto that

#

praise the lord

#

this changes everything

minor jasper
#

Yes thats the pin

dark flint
#

how big does the door need to be for arma units?

#

1.80m high and ~60 cm width?

strong plaza
#

how do I disable the res lod casting a shadow?

onyx carbon
#

Konners we were talking about that a while back. Think the sample model is abit bigger

#

Opteryx Are you importing it from Blender or something?

strong plaza
#

no

#

it's just a simple polyplane

#

with a _ca texture

bold flare
#

lodnoshadow @strong plaza

strong plaza
#

in geo lod, right?

#

or the res lod?

bold flare
#

res

#

I think

#

should be

foggy finch
#

whichever lods you dont want to cast a shadow

quick terrace
#

@dark flint lol. average EU arch standars are 205-210cm height and 80-100cm width. add 10cm to that for ArmA's character (ideally 210-220 with more than 100cm width)

dark flint
#

hmh yeah they kind of need then when holding a weapon i guess

#

i expierienced some situations on closecombat missions that its hard to get into buildints and look a little sideways

#

in most games the collision of charakters is just the player but on arma its also the weapon he is holding wich extends it colllision to the front

halcyon wren
#

All my doors for my structures are 220 high and 110 wide. No issues so far ingame with it at all.

dark flint
#

alright thanks for the info ๐Ÿ˜ƒ

#

if i model something in blender does the door needs to be part of the main mesh ?

fallen quiver
#

No

#

U can seperate it

dark flint
#

is there any benifit?

fallen quiver
#

Well if u seperate it as a mesh u can name m differently, so u can easily select each part in object builder

#

However there's other ways to do it too

dark flint
#

hmh ๐Ÿค”

fallen quiver
#

I mean if ur gonna have a lot of different textures, and u want to texture in object builder then its easier too

#

Or if u want to do a lot of animations

#

Its more like a convenient thing rather then real beneficial

quick terrace
#

especially if you want that door to be animatable, then no, it needs to be a separate mesh

#

ideally, try and model stuff as it is done iRL, will save you a ton of time.

dark flint
#

i try to do it in blender but i dont think that will work out that great

quick terrace
#

why wouldn't?

stuck oyster
#

@dark flint if you use the FHQtoolbox to export from Blender to P3D all you need to do is assign the door mesh part to appropriate vertex group and it will then have a named selection to be animated in Arma

#

as p3d export expects you to join all mesh into single object for export

#

you can model it separately before doing that though

dapper girder
#

Need some weapon p3d and model cfg assistace again.....am i in the right place?

stuck oyster
#

depends on how hard questions you have

#

๐Ÿ˜„

dapper girder
#

so trying to get the cases (blue) to rotate around the magazine following that arrow

#

so i think got it right?

#

but it wont show up ingame

#

it does show up in object builder tho, under "anim revolving"

stuck oyster
#

you need to set up a custom animation source for it in the weapons config that points to your weapon

#
                class gatling
                {
                    source = "revolving";
                    weapon = "LODR_WKMG_20";
                };    ```
#

weapon needs the classname of your weapon

#

so the engine knows to play this animation when this weapon fires

dapper girder
#

hmmmm

#

that goes in the .cpp or .cfg?

stuck oyster
#

cpp

#

class animationSources

#

then you set that class as your source for the cfg animation

#

you can name it whaterver you want

dapper girder
#

i guess ive never seen that before....cause that is present in class rifle

#

ah ok i found something called gatling in the A3 samples helo

#

class Gatling
{
source = "revolving"; /// returns bullets left in magazine of said weapon
weapon = "LMG_Minigun_heli"; /// this is the said weapon
};

#

found this

stuck oyster
#

yes that makes the gatling barrel rotate

dapper girder
#

class CfgWeapons
{
class Rifle;
class Rifle_Base_F: Rifle
{
class WeaponSlotsInfo;
class GunParticles;
};
class Ork_BigShoota_01_F: Rifle_Base_F
{

#

so if i stuff it under that Ork_BigShoota

stuck oyster
#

yep that should work

dapper girder
#

do i name the weapon Ork_BigShoota?

#

or does that break it

stuck oyster
#

mm no it needs to be exactly the same name

#

so Ork_BigShoota_01_F

dapper girder
#

ok so it should match that

#

alright ill give this a toss

polar fiber
#

custom animation sources don't work on hand-held weapons

#

just use the standard revolving animation source in the model.cfg

#

bear in mind, revolving runs backwards

#

from 1 to 0

dapper girder
#

yeaaaah, didnt work

#

probably forgot some class somewhere

stuck oyster
#

oh yeah actually since its hand-held one

#

you want "reload" source

dapper girder
#

ooooooook

#

wouldnt that cause it to twitch back to a zero point?

#

not keep rotating in same direction?

polar fiber
#

the revolving source works based on the size of the magazine, so will rotate on every short until the magazine expends if you use the correct values

#

reload does indeed reset after every shot

dapper girder
#

but you just said it doesn twork cause its hand held

#

so, how can i use revolving source then?

polar fiber
#

I said custom defined revolving source does not work - that method is to get revolving working on vehicle weapon turrets

#

the normal revolving and muzzle-indexed versions revolving.0, revolving.1 etc. work on hand weapons

stuck oyster
#

๐Ÿ‘ @polar fiber did not remember that anymore xD

dapper girder
#

cant find an example of this revolving

polar fiber
#

is usually in machine guns to hide bullets on the belt, though may have been replaced by the ammo source now

dapper girder
#

not finding any model configs for hand hel guns

#

that would have a belt

stuck oyster
#

you got mikeros tools? @dapper girder

dapper girder
#

probably havnt used in somewhile

stuck oyster
#

๐Ÿ˜„ well they would make Arma modding easier

#

I hope you dont pack your stuff with addon builder xO

#

in any case

dapper girder
#

of course i do

#

cause its the arma 3 tool

stuck oyster
#

Mikeros eliteness can get you stats of p3ds and also model.cfg

#

well I hope you know what youre doing because Addon Builder does not discriminate with errors

#

but if it works for you

dapper girder
#

so what i am reading there.......is i need to have a seperate geometry for each individual bullet

#

with seperate names

#

and then config each individual one

polar fiber
#

if you're hiding them

#

if you just want them to rotate, you just need one bone and one animation for the rotation

dapper girder
#

i see, but it will reset per shot

#

guess have to live with that......cause sure hell not doing individual hide and rehide of bullets

#

alrighty, well thanks a bunch! @stuck oyster and @polar fiber

stuck oyster
#

well hiding them would make it veery smexy

#

its the little details that make stuff great

sturdy parcel
#

weapon = "LODR_WKMG_20";

do not use FULL_UPPER_CASE, ever. it is the preserve of #defines

stuck oyster
#

xD

sturdy parcel
#

full upper case is there to remind you, the author, 3 months later, that the name is not what it says it is, it is something you have defined elsewhere in the code.

#

the corrollary to this is all define names should BE full upper case. Not even microsoft break that rule.

dapper girder
#

interesting, ive learned its best to use only lowercase because if potential issues with linux

sturdy parcel
#

well, that's a (slightly) different story. Linux is CaSesEnsItive. So, trying to remember what the HeLLyouCalleDSomething is better to just stick to full lower to preserve your sanity. But, the define rule still holds.

#

A separate reason is that for some labels bis only searches for them full_lower_case. It's rare, but sufficiently hair tairing, that most people who've suffered always label in full_lower_case as a protection.

stuck oyster
#
            class muzzle_hide
            {
                source = "reload";
                weapon = "GMG_40mm";
            };
            class revolving_hmg
            {
                source = "revolving";
                weapon = "HMG_127_APC";
            };```
#

ive just copied the BI example with that tbh

sturdy parcel
#

and it's dead wrong. the above is an accident waiting to happen.

#

the same can be said for the contents of bi's commondefs,h

#

someone here will be keen to point out that becuase it's in quotes, it doesn't mattter. It's one hell of a bad habit to get into. The game doesn't matter either.

#

the reason is:
weapon = "GMG_40mm";
and
weapon = GMG_40mm;

are 1000% identical in binarised paramfiles. In actual fact, the need for quotes is unecessary for almost everything in bis paramfile

stuck oyster
#

I have this odd recollection in the back of my head that in this case it did not work without full uppercase

#

have to test it

#

might be just memory doing tricks

sturdy parcel
#

the reason why you 'see' quotes on decoded binary paramfiles, eg converted back to text, is it has become a 'convention' so that useful tools like notepad++ eg, can color them differently.

#

anything that bis cannot interpret as an number, is automatically a string. Thus:

var=this is number 22;
and
var="this is number 22";

are 100% identical in outcome.

#

var=this is NUMBER22;

its a very different story.

#

god help you if you are dumb enough to use the following 'waiting for an accident':

#define number22 aNythING

#

or not define NUMBER22 at all, because that was clearly your intention.

foggy finch
#

i find it good practise to encapsulate strings in quotes, many languages require it to interpret strings correctly.

#

also sanity.

bold flare
#

And to get rid of these pesky "unquoted string" warnings from armake ๐Ÿ˜„

#

build with -Wall and get 0 warnings. Otherwise you gotta go back to work ^^

lucid nest
#

Im looking for someone to Make a a Custome Set of armor. If anyone would be interested plz DM me

bold flare
lucid nest
#

Thanks, I didnt see that channal ๐Ÿ˜ฆ

pure whale
#

how do you unhide points and faces in object builder that are visible in buldozer

#

wait

#

the entire interior is a proty

#

prox

#

wtf

#

nvm

woeful viper
#

why would it not?

sturdy parcel
#

i find it good practise to encapsulate strings in quotes,
me too. however, consider this:

model=PBO_PREFIX\some.p3d;

bold flare
#

-> model='PBO_PREFIX\some.p3d';
or personal preference
-> model=QUOTE(PBO_PREFIX\some.p3d);

lusty ginkgo
white jay
#

10/10 thats a nice rock

lusty ginkgo
#

It's pretty punk rock if I do say so myself

#

thanks though

strong plaza
#

that's a big co.... um, rock

pure whale
#

smooth as a babys butt

agile jackal
#

Can someone point me the direction of where i can find info or the how to import model cfg into object builder.

lusty ginkgo
#

the model.cfg just has to be in the same folder as the .p3d that is open

stuck oyster
#

buldozer - the editor preview function of the engine loads model.cfg of the model when you run it in OB

#

the model.cfg has to be correctly made though

#

what ties the animations class to your p3d is the name of the class and the name of the p3d

#

as they need to be the same

#

class yourthingie and yourthingie.p3d

#

BIwiki "how to animate a model" page should get you going

dreamy imp
#

Is it possible to format before an animate? For instance, for '_i' from 1 to 45 do {this animate [format [bla%1],_i]};

bold flare
#

yes. you can use format in scripts.

dreamy imp
#

This is going to go in the config.cpp for the building

bold flare
#

but you have to use the correct syntax.. Like.. strings have to be strings

#

does the for loop even work in there?

#

you could use a macro to generate it

dreamy imp
#

Oh yeah, i just quickly done that for statement, i know there are issues with it

#

Yeah, i'm pretty sure the for loop works there

bold flare
#

depends what it is really. If it's just a SQF script then sure.. you can use anything SQF provides you in there

dreamy imp
#

Ok, ty

stuck oyster
#

so is that for userAction?

agile jackal
#

So i'm having a issue when i go to load the p3d file it crashs OB and i got the model.cfg so what is the reason for that?

sonic valve
#

Can you use other slots like radio to have something appear on a charicter model?

bold flare
#

@agile jackal where does the p3d come from?

agile jackal
#

you talk mod?

#

or folder?

bold flare
#

in general. where you got that file from

agile jackal
#

off of Florida Keys map

bold flare
#

So some other mod someone else made?

agile jackal
#

ya

bold flare
#

you can't edit that

#

and you're also not allowed to

agile jackal
#

its SecurityBooth

#

even tho they give u the files to do so

bold flare
#

apparently they don't know. the crashing p3d is not the source file

#

You need the source files, before they packed the PBO

agile jackal
#

But what i don't understand is that i was able to load of the tacobell from santa catalina in OB

#

and dosen't have a model.cfg santa catalina

bold flare
#

Maybe that one p3d you tried is just not available as source file. Maybe it's not theirs?

agile jackal
#

So what is the point of giving people the model cfg?

#

?

bold flare
#

ยฏ_(ใƒ„)_/ยฏ

#

so you know what sections are in there maybe

stuck oyster
#

Problem with using any relesed source material is that you never know if theyre made right. And unfortunately 90% of the time they probably are not.

crisp badge
#

Hello! help with PBO my manager does not open it says that the file is incorrect format or damaged

bold flare
#

Which pbo? where did you get it from?

median bough
#

Seems like he doesn't need help anymore...

#

๐Ÿคท

woeful viper
#

more like the right question was asked...

sturdy parcel
#

his english is poor, he started this in the terrain maikers channel, got a dozen varying answers. My guess is it's obfuscated and pboManager threw a fit.

median bough
#

I keep it german: tja.....

#

๐Ÿ˜‰

bold flare
#

Oh.. In that case @crisp badge Cross-posting is against #rules . I'd advice deleting that.
Oh he posted in #community_forum too? Man.. Spam is also against #rules

sturdy parcel
#

it's very very tough for the noob to start with the right toolsets. they all grab pboManager in preference to having to understand the bewildering stuff in steam tools (or mine). Being a gui, no thinking is involved. Not realisng the output is binarised text and quite useless, they then venture into steam tools only to discover they're mostly broken (but don't know that until much later),, and so on and so on. The succesfull noobs have friends who put them straight.

crisp badge
#

all right guys I figured out with pbo, my partner did it specifically to check whether they can hack or not our pbo file we are doing a unique and therefore such checks are needed that there would be no plagiarism and I do not need to delete

woeful viper
#

hahaha sure

#

and im the emperor of china

sturdy parcel
#

there's nothing illegal or immoral in examing a pbo's contents, but altering someone else's p3d is completely verboten. (not true of most other pbo content)

crisp badge
#

please tell me what quantities of polygons should be maximum when simulating a backpack or other equipment outfit

#

I do not agree with pbo as a virginity if it was ripped off then count your model will be changed in any cases and altered to non-uniqueness so if there is a possibility that it would not be opened this protection is not superfluous

sturdy parcel
#

there is no tool 'out there' that will reverse engineer the later p3d formats. (ninja ripper eg does not work). unless you have the unbinarised version of the p3d, there's nothing to edit or change.

#

as for 'protecting' your pbo, that's a personal decision, but there's nothing illegal or immoral in anyone looking at the pbo's contents. It's often necessary eg for other people to access (via inheritence) YOUR cfgClassVehicles in THEIR pbo.

#

again, if they like the textures you made, they have every reason to use them in THEIR pbo.

#

not copy, not edit, simply use what you made available.

fervent steppe
#

if i have a broken wall with bricks laying about as a proxy...if the wall falls over do the bricks tip with the wall because of the proxy?

lusty ginkgo
#

you mean if the wall is destroyed normally because of the damage type?

#

It makes sense to me that that would be the case but I don't know if proxies can be moved during regular animations

fervent steppe
#

yea i'll just have to try it out and find out i guess...was wondering if anyone had already tried it

lusty ginkgo
#

if the vertices of the proxy being moved or animated also moves its model I don't see why it wouldn't work

sturdy parcel
#

it's a damn gppd question, but as already mentiioned the vertice point for the proxy does move since it's part of the model proper. I know the reason for this question, it's because you can't animate proxies. But moving the entire animal onto the floor isn't part of that.

#

it would be the same as saying you can't rotate the building.

#

it's a damn shame proxies aren't independent of the model they're baked in. It would have advanced oops modelling something fierce, where you polish of sections and they're done and dusted forever (including light switch, cupboard doors opening, and breaking class inside them). Hopefully a4 using the enfusion engine can cause that miracle to happen.

lusty ginkgo
#

So I have some faces in my geometry LOD that are missing but everytime I fix topology and close any open areas the same faces are removed after using component convex hull for some reason

#

same exact faces every time too

#

they aren't flipped either, there are actual holes in the mesh

#

obviously there is something wrong with my topology but I made all the shapes convex in blender before export so I'm not entirely sure where the issue is

#

it looks normal to me

#

I just removed those faces in blender before export and it seems to have resolved it

#

still odd tho

paper cloud
#

Morning begins not with coffee.

Hello, guys. I want to ask you about the help. This morning textures in the bulldozer ceased to be displayed. Last night everything worked. Updates were not. In what can be a problem?

Thanks in advance.

stuck oyster
#

bad paths

#

bad P: drive setup

#

no p:drive

paper cloud
#

The disk P is mounted by means of arma tools, in the normal mode, errors were not.
Ways did not change - rechecked directly.

#

Paths did not change - rechecked directly.*

#

Forgive for mine English))

stuck oyster
#

thats alright

#

where you you launch OB?

#

and what does the mass rename textures and materials tool say about your paths? are they red or black

#

and what do your paths look like?

paper cloud
#

Usually I launch by means of a label on a task bar.
mass rename textures and materials - all black.
P:\name_project\textures\data

#

when I launch OV by means of the arma tools panel and I launch the bulldozer gives the following:

stuck oyster
#

your paths have the P:\ in them?

#

that is wrong way

#

P:\ is the virtual root of the game engines folder structure

#

and if you put p:\ in the path the game wont read the path from the game packed files, but it tries to look into the P:\ drive on your computer

#

so no path must ever have P: in them

paper cloud
#

In this window the way is specified without P

stuck oyster
#

and the paths are not red?

#

as in red would mean it cant find the path

paper cloud
#

ััััะผ... how to load the image?))

stuck oyster
#

into discord?

#

you need to be a veteran here

paper cloud
#

yes

stuck oyster
#

so you need to upload it to internet and paste a link here

#

to imgur or gyazo

#

or similar image hosting site

strong plaza
#

what constitutes being a veteran here?

stuck oyster
#

dunno

#

I asked Dwarden so I can paste pics

paper cloud
stuck oyster
#

yes those are correct

#

problem is probably with buldozer and armaTools

#

try running the Object Builder from the installation folder

#

and not from ArmaTools

paper cloud
#

The result is the same - the textures are not displayed.

stuck oyster
#

does buldozer give any error?

#

you could try setting up P: with these instructions

#

the ArmaTools setup can be buggy

paper cloud
#

when I launch OB through arma tools and I launch the bulldozer gives an error message

stuck oyster
#

ah ok so I would suggest doing the PMCwiki setup

paper cloud
#

It is strange that till this morning everything worked.
The bulldozer gives such error message only when you launch OB through arma tools. Start through steam, by means of a label on a task bar or from the folder with OB does not lead to such errors.

#

how to be said: it is Arma))

strong plaza
#

Are runways just cosmetical or do they have some sort of surface property?

paper cloud
#

I solved a problem with start of the bulldozer an old method - arma3.exe renamed into the bulldozer. Now it is launched without problems, but textures are not displayed.

stuck oyster
#

The method in the PMCwiki is known to work so if you dont want to do that then its something what ArmaTools does wrong

sturdy parcel
#

there is NO relationship between a buldozer.exe and the game >you< have on your pc. the only 'buldozer' you can use is called arma3.exe. THe 'buldozer' bis ship is generally (not always) based on a stale old copy of arma3 and has to usesa different bin\config.bin as a result. Both O/B and T/B should be fired up via shortcuts on your desktop.

#

this was the mantra laid down by far more experienced modders than you , or I, will ever be right from the beginning of Arma3 BETA. It has never failed us,

#

the tools bis devs use and pass down to us, can never work 'properly' in our dev environment for two reasons:
a) we don't have acccess to their unbinarised assets so many assumptions fail.
b) we can't assume all assets used are working correctly, not faulty, and are actually 'there'. Bis don't have this 2nd issue because only working blah blahs can end up where they're needed.

paper cloud
#

The problem is not the launch of the bulldozer, but the fact that since this morning, for some reason, it has stopped displaying textures. Last night everything worked.

sturdy parcel
#

then a wild (but educated) guess is your p drive has changed.

#

you should never runAs admin. The p: drives are either completely different, non existent, or the same.

#

which of those three do you think happens the most?

#

small correction there. due to the need to run t/b in winXP mode in Win10, it silently runs As admin, but that doesn't affect model makers.

paper cloud
#

@sturdy parcel oh this language barrier)

I did not understand, you, but I will explain: a disk P I mount every time by means of arma 3 tools when I begin to work with models. I have no other disks P.

stuck oyster
#

the armaTools mount does not always work right

paper cloud
#

it is necessary to create a separate disk P?

stuck oyster
#

no but there is a different way to mount it

#

P: is a virtual drive

#

if you do it like instructed in the PMCwiki

#

and run OB from the .exe in the installation folder \arma 3 tools\ObjectBuilder\ObjectBuilder.exe

#

it should work

#

I can't really explain it any clearer than this

#

hopefully this translates right

sturdy parcel
#

I have no other disks P.

here's a surprise for you.

arma steam tools create TWO, separate P: drives

one for admin, one for you.

pure whale
#

is there any way to snap a selected point to another point

#

in o2

#

objbuilder

stuck oyster
#

using the pin is only method I know

#

OB is not very feature rich in that regard

pure whale
#

hmm

#

can u snap a point to the pin?

stuck oyster
#

you can scale 0 0 0 to it

pure whale
#

ah

#

clever

stuck oyster
#

or use the P flatten tool

polar fiber
#

there is a snap fuction with the pin too but I forgot how to use it

#

ah yea, @slate epoch told me it a while back. You select the vert you want to move, then switch to the pin tool in the toolbar, mouse over your selected vert (vert will highlight as a blue square), hold RMB and drag the selected vert to the one you want it to snap to

stuck oyster
#

๐Ÿ‘Œ

slate epoch
#

You can also select not only vertex, but whole object

strong plaza
#

very useful info!

foggy finch
#

is hiddenSelectionsMaterials[] array working currently?

#

seems a bit hit or miss for me

bold flare
#

Only works if the selections have a assigned default material in the p3d

foggy finch
#

they do

#

the base rifle loads textureset and rvmat perfectly,. the variants applied using hiddenselections however only apply the _co and not the rvmat

polar fiber
#

it doesn't work too well

twin urchin
#

i never had issue with that , i only tested weapons so

foggy finch
#

yeah it works a bit intermittantly, sometimes loads sometimes does not

#

I was hoping to avoid cloning models for different sets but needs must i guess

polar fiber
#

putting the second .rvmat on another res LOD so that both are loaded with the model, might help sometimes

foggy finch
#

does that have any visual effect at distance?

#

i'd rather not cheat when it comes to loading materials ๐Ÿ˜ƒ

polar fiber
#

shouldn't do, if the config is changing the materials on the selections anyway

foggy finch
#

yeah its loading stuff fine bar the rvmats, so basically throw the rvmats on other lods to preload them

#

seems hacky ๐Ÿ˜ƒ

polar fiber
#

well my only other observation about loading them reliably was when the second .rvmat was present on another model

#

but in that instance, if you load the class with the second .rvmat applied by hsmaterials, before the class that has unaltered materials, it locks the original in its bottom LOD

#

there's a ticket on the tracker about that one somewhere

foggy finch
#

hm quite annoying drawback to a useful feature then

polar fiber
#

yes indeed

#

works great if you use materials on vehicles with vhc though instead of hsmaterials

#

but that's not an option for weapons, uniforms etc.

foggy finch
#

yea

#

oh well, clone the p3d's then, otherwise i'll be triggered everytime i look at em ๐Ÿ˜„

polar fiber
#

yeah, it's not too bad to do that if you only have one or two rifles anyway

#

less of an option when we have like half a dozen different M4s

foggy finch
#

yeah

#

just a few variants of my l115a3

#

so not really a biggy

sturdy parcel
#

they all look tike tokarevs to me.

#

I can't understand the obsesson with making 12 variants of an m16 rifle when much less energy could be spent creating buildings and structures which would dramatically change the nature of the mission you play in.

foggy finch
#

yeah but humans like shiney objects ๐Ÿ˜‚

sturdy parcel
#

well if you folks must make penis replacements, make something interesting like a 1914 lee enfield, or as bis did, a kozlice. But please, no more ak47's

foggy finch
#

we'd need BI to implement proper bolt action mechanics into the engine, for now CBA requirement suffices

sturdy parcel
#

+1

#

or here's a real challenge, a cross bow. The game's now two decades old, and yet all the time each time someone makes a me-too rifle.

twin urchin
#

theres never been ak47 in arma btw ๐Ÿ˜›

#

and guys like variants so what heh

foggy finch
#

it still bugs me that the cheytec in arma runs like a semi-auto when its bolt action irl.

twin urchin
#

yup , thats BI giving no fucks

sturdy parcel
#

true

foggy finch
#

maybe we will get a fix for it with their recent push on improvements to existing things

twin urchin
#

well i wouldnt expect it , since it would require some new scripts to get hand anim going

foggy finch
#

yeah, but if built into the engine, the mechanics would be in vanilla and vanilla assets would be working as intended ๐Ÿ˜„

twin urchin
#

yeah but that will be with next game since dayz has it in engine

foggy finch
#

imagine the amount of bitching from people now though who are so used to a sami-auto cheytac having to adopt bolt action

twin urchin
#

well i and others were bitching about it since the start lol

#

you could technically add just the hand anim in but that would be too much work

#

since the weapon anim is there with bolt cycling

foggy finch
#

yep

agile flint
#

Arma 4 CUP you can have your bolt action Cheytac haha

twin urchin
#

by that time model wont age well ๐Ÿ˜„

tame geyser
#

What do most people use to make models?

bold flare
#

3ds Max/Blender are the most used I'd say

tame geyser
#

Does it matter what version of 3dsmax? I have 7 or 8, can't remeber which.

bold flare
#

Nope

#

as long as it can export FBX in a format that Object Builder understands

tame geyser
#

Cool. Now all I need to do is figure out how to use either.

#

I'd really like to model a rifle that I actually have.

bold flare
#

I'd say use Blender. The Arma toolkit for Blender makes it much easier to use for a beginner

tame geyser
#

Thanks

#

There isn't a way to build a model off a picture is there?

#

I kinda know the theory behind it with 3dsmax

median bough
#

@agile flint
There won't be a CUP for A4

#

๐Ÿ˜‰

#

Maybe smth different tho

twin urchin
#

bucket

foggy finch
#

saucer.

obtuse rain
#

I thought Maya was more popular with the kids these days (relative to 3DS)?

foggy finch
#

thats more likely due them being educated using it.

pure whale
#

^

#

I like to consider maya more for normies in the mainstream entertainment industry, lots of game companies do use it but it's definitely most popular with movies ect

#

I took a short class using maya and every class I could find was designed with the whole pixar animation stuff in mind

#

and all the people I talked to consider blender a 2nd rate software, no matter how many advancements it gets

#

I personally like using maya mainly because I got used to it aswell as maya lt bein nearly an identical program minus some key features like Python for only 30$ a month

#

I'm less then an amatuer with Python anyway so it hasn't affected my workflow yet

woeful viper
#

maya animation first, modelling second ๐Ÿ˜„

quick terrace
#

pretty true there, most modelling improvements are in after max

strong plaza
#

where does Modo fall in?

pure whale
#

question is there any reason why there isn't a cheaper version of max

#

like maya and lt

quick terrace
#

modelling part - modo

pure whale
#

u would think it should be the other way around

quick terrace
#

first versions didn't have a timeframe

pure whale
#

more inde game devs then animators for like movies

quick terrace
#

because for indie stuff, maya is a more complete package

#

as it is (somewhat) better with animations which are gonna be needed at some point

pure whale
#

ye

#

maya is also probably their more popular. product

#

so yeah it does make sense

#

why the Fk does autocorrect add random periods

quick terrace
#

it isn't, autocad and revit are the best sellers

pure whale
#

maya vs max

#

I mean

quick terrace
#

i use max primarily, i can do production level stuff in maya as well

woeful viper
#

also... historical growth. If you established max or maya once in your company why would you be interested to change in any way? There's a reason why most automotive car companies still use that fucking atrocious dinosaur called Catia

quick terrace
#

there were no classes for maya in university, just max

pure whale
#

also tru

quick terrace
#

also, yeah autodesk has a really strong presence in universities and the likes

#

there is no point for a studio to rent/buy a license if no one knows how to use it

foggy finch
#

yep you can get most if not all autodesk products on a student licence

pure whale
#

yh

woeful viper
#

alternatively you just use the 30 day trial and never restart your computer ever again ๐Ÿ˜„

foggy finch
#

and the reason max is so expensive is that it's not just modeling tool, its an entire suite that covers multiple disciplines

#

I know a lot of people spent time learning the fundamentals of and how to model in blender, before they switched to max

quick terrace
#

neah it's not the reason it is as expensive as it is

#

not because it is better than other software, or covers more discipline than other software does

#

or more complete

#

it isn't

#

it's just the industry's standard, max and maya, just like autocad and revit are for architecture and BIM

#

simple as that, they get bussines money not end user money

#

better target anyways

#

still waiting for adobe to properly dip itself into 3d with their own application

foggy finch
#

jeezus man, think of the ram and swap files! ๐Ÿ˜‚

#

you can literally setup a conveyyor belt of ram for adobe and it wont even blink

quick terrace
#

i have 24GB on my home PC, and only substance designer and 3ds max managed to go close to it, not PS

foggy finch
#

load up some 32768^2px raster imagery and it'll start to wince

woeful viper
#

Sometimes i feel like adobe's main demographic might be marketing departments who think it's not chic to use gimp for cropping and resizing images (esp women) ... xD

foggy finch
#

interface famiiliarity has a lot to do with it though, same with office suites and the likes, people dont like going out of their comfort zones

pure whale
#

gimp is bae honestly

#

xD

#

never really got into using photoshop

#

never needed to do what it does better/at all over gimp

woeful viper
#

yes interface familiarity is a good call. Some interfaces just are pointlessly arkward however. I would count blender as pointlessly arkward, otherwise i would use it.

pure whale
#

I've never tried seriously using blender

#

once I got use to maya trying out blender was a headache

#

just gave up

woeful viper
#

exactly

pure whale
#

although I am currently wasting money with a maya sub

#

haven't tried to sell any models so it's just bleeding me ๐Ÿ˜’

woeful viper
#

without the sub you couldnt be pro, so all is good. little donation for the status - fair price xD

pure whale
#

๐Ÿ˜’

hollow fulcrum
#

lol

half heath
#

Why not just show background? on your Res LOD?